#include "raylib.h" #include "raymath.h" #include #define VIRTUAL_WIDTH 640 #define VIRTUAL_HEIGHT 360 #define FONT_SIZE 30 #define PADDLE_SPEED 4.0 #define PADDLE_WIDTH VIRTUAL_WIDTH / 8.0 #define PADDLE_HEIGHT VIRTUAL_HEIGHT / 30.0 #define BALL_RADIUS VIRTUAL_WIDTH / 80.0 #define BALL_BASE_SPEED 2.0f #define BALL_MUL_SPEED 0.15f typedef struct Player { Rectangle shape; int lives; int score; } Player; typedef struct Ball { Rectangle shape; Vector2 velocity; float velocityMultiplier; bool firstBounce; bool velocityApplied; } Ball; void MovePaddle(Player *player) { Vector2 mouseDelta = GetMouseDelta(); player->shape.x = Clamp(player->shape.x + mouseDelta.x, 0, VIRTUAL_WIDTH - PADDLE_WIDTH); } void MoveBall(Ball *ball, Player *player) { bool isColliding = CheckCollisionRecs(player->shape, ball->shape); if (ball->shape.x - BALL_RADIUS < 0 || ball->shape.x + BALL_RADIUS > VIRTUAL_WIDTH) { ball->velocity = Vector2Multiply(ball->velocity, (Vector2){-1.0f, 1.0f}); ball->velocityApplied = false; } else if (ball->shape.y - BALL_RADIUS < 0) { ball->velocity = Vector2Multiply(ball->velocity, (Vector2){1.0f, -1.0f}); ball->velocityApplied = false; } else if (isColliding) { ball->velocity = Vector2Multiply(ball->velocity, (Vector2){1.0f, -1.0f}); // Add speed multiplier every bounce to increase difficulty if (!ball->velocityApplied) { ball->velocityMultiplier = Clamp(ball->velocityMultiplier + BALL_MUL_SPEED, 1.0f, 4.0f); // Safety so the ball doesn't get stuck inside the paddle from sides ball->shape.y = player->shape.y - BALL_RADIUS; ball->velocityApplied = true; } // When first bouncing off the paddle increase the speed to normal if (!ball->firstBounce) { ball->firstBounce = true; ball->velocityMultiplier = 1.0f; } } else if (ball->shape.y + BALL_RADIUS > VIRTUAL_HEIGHT - PADDLE_HEIGHT + (BALL_RADIUS / 2.0f)) { // Death or Game Over if (player->lives > 0) { player->lives -= 1; ball->velocityMultiplier = 1.0f; // Resetting ball's position ball->shape.x = VIRTUAL_WIDTH / 2.0f; ball->shape.y = VIRTUAL_HEIGHT / 2.0f; } else { } ball->velocityApplied = false; } if (!ball->firstBounce) { ball->velocityMultiplier = 0.5f; } ball->shape.x += ball->velocity.x * ball->velocityMultiplier; ball->shape.y += ball->velocity.y * ball->velocityMultiplier; } int main() { InitWindow(0, 0, "Breakout"); ToggleFullscreen(); const int CURRENT_MONITOR = GetCurrentMonitor(); const int MONITOR_WIDTH = GetMonitorWidth(CURRENT_MONITOR); const int MONITOR_HEIGHT = GetMonitorHeight(CURRENT_MONITOR); SetTargetFPS(60); Camera2D camera = {0}; // Game world camera // camera.offset = (Vector2){SCREEN_WIDTH / 2.0f, SCREEN_HEIGHT / 2.0f}; camera.zoom = 1.0f; const RenderTexture2D RENDER_TEXTURE = LoadRenderTexture(VIRTUAL_WIDTH, VIRTUAL_HEIGHT); const Rectangle RENDER_TEXTURE_SRC = (Rectangle){0.0f, 0.0f, VIRTUAL_WIDTH, -VIRTUAL_HEIGHT}; const Rectangle RENDER_TEXTURE_DST = (Rectangle){0.0f, 0.0f, MONITOR_WIDTH, MONITOR_HEIGHT}; const Vector2 RENDER_TEXTURE_POS = {0}; Ball ball = { (Rectangle){VIRTUAL_WIDTH / 2.0f, VIRTUAL_HEIGHT / 2.0f, BALL_RADIUS, BALL_RADIUS}, (Vector2){BALL_BASE_SPEED, BALL_BASE_SPEED}, 1.0f, false, false, }; Player player = { (Rectangle){VIRTUAL_WIDTH / 2.0f, VIRTUAL_HEIGHT - PADDLE_HEIGHT - 10, PADDLE_WIDTH, PADDLE_HEIGHT}, 3, 0}; while (!WindowShouldClose()) { // Keep before the cursor is disabled otherwise the paddle is stuck MovePaddle(&player); DisableCursor(); MoveBall(&ball, &player); // TraceLog(LOG_INFO, "%.0fx%.0f", ball.shape.x, ball.shape.y); BeginTextureMode(RENDER_TEXTURE); { ClearBackground(BLACK); DrawRectangleRec(ball.shape, RAYWHITE); DrawRectangleRec(player.shape, RAYWHITE); } EndTextureMode(); BeginDrawing(); { ClearBackground(BLACK); BeginMode2D(camera); { DrawTexturePro(RENDER_TEXTURE.texture, RENDER_TEXTURE_SRC, RENDER_TEXTURE_DST, RENDER_TEXTURE_POS, 0, RAYWHITE); } EndMode2D(); const char *scoreText = TextFormat("Score %08i", player.score); // float scoreWidth = MeasureText(scoreText, FONT_SIZE) + 10; DrawText(scoreText, 10, 10, FONT_SIZE, RAYWHITE); const char *livesText = TextFormat("Lives %02i", player.lives); DrawText(livesText, 10, 50, FONT_SIZE, RAYWHITE); DrawFPS(GetScreenWidth() - 80, 5); // DrawText(TextFormat("%ix%i", monitorWidth, monitorHeight), 10, 40, FONT_SIZE, GOLD); DrawText(TextFormat("Speed %.02f", ball.velocityMultiplier), 10, 90, FONT_SIZE, GOLD); } EndDrawing(); } CloseWindow(); }